Well, a 1GB patch just started downloading. Not sure if this is another prep patch or actual changes going live.
We'll see.
Edit: I'm on the alpha test build in steam, so it's likely this update is only for those in the battle servers alpha.
But it seems the new option is Steam Workshop support built into CoH2 for maps.
That's new right? I actually haven't touched CoH2 in a while, but big button on the main menu seems to indicate full workshop support for maps. Enabling you to just subscribe to maps via the workshop and play against others. |
I know at some point, someone in the know on either on the community forum, or here, said that planes did have HP. Maybe at some point they did.
Regardless, I think planes should just have HP instead of random chance. Again, that whole RNG thing.
It should be enough HP so that it's very, very difficult to shoot down on the first pass, but if it wasn't shot at on the first pass, would have enough HP for the 2nd or 3rd passes.
Because plane crashes are fun, and designers can better set the effectiveness of these weapons with less random values. |
Toxicity in general is a problem. Between casters, a big part of the problem is the dog piling and taking of sides.
I was in the chat rooms when some of that old Krebs and other stuff was boiling over and it was just a lot of people not giving anyone the benefit of the doubt, and instead just dogpiling on people at the drop of a hat. Many people were just following other notable personalities without knowing or considering the real context or circumstances.
It was base pack mentality at its finest, and it doesn't matter who was right or wrong. |
I thought planes did have an HP stat? |
You know, I kinda wish Germans had infantry based recon. Doing recon for PaKs with a scout car means the scout car usually gets killed by the incoming tanks.
Don't rely on bulletins, as others have said.
Get a shrek PGren and a half track as soon as possible, but don't charge the shreks in. Keep them back to deter flanking. Keep them topped up with the HT. Throw in a Gren for a faust to prevent escape or to slow down a second enemy tank and to take a forward position to act as scout. |
It's been a problem that Relic has never officially acknowledged, probably because the fix for is going to take forever, or not even budgeted in.
At this point I'd rather relic just disable those bulletins and stop trying to save face. |
I think the argument that just because it's a vet ability, means it can never have a drawback, or made more situational, is silly. And that goes for a whole lot of other vet abilities too.
But I'm undecided if blitz needs anything right now, especially since tank smoke got a cost added.
And there's a whole lot of other, sillier threads that weren't closed. So the best thing to do to get a thread moved into obscurity is to just not reply to it, no matter how it might offend you. |
Because despite what you may think, CoH1 Lobbies are another actually just as half-assed and deceptively unintuitive, and it also helped contribute to the downfall of that game. |
Merge is not an all powerful ability, you are still taking one unit out of action for a run back at HQ. It's also a badly made ability that allows you to straight up destroy a unit if the numbers match up (3 men in one squad, 3 men in the merging squad), and merging while in combat puts a unit in severe risk, not just from gunfire, but if one of the two merging squads loses men, you run the risk of doing a destructive merge.
I think Soviets having more difficult access to in field reinforcement is intended, because part of the meta is to force conscripts to go back reinforce, since they are otherwise a lot more mobile than grenadiers. This will be a bigger issue if they make the same change to restrict M5 reinforcement after upgrading. |
Actually, if you nerf something that is OP in stats, and also breaks the style of the game it is in, and compensate in other areas that are more appropriate for the game its in, then you have a better balance and a more fun game.
This applies to many of the paid DLC commanders.
The Tiger Ace was a ridiculous unit, it's the kind of stupid thing you see in old Command and Conquer games or a crappy Starcraft mod, not a series like CoH. This one unit's existence dictated the strategy and plans for the entire match as soon as people knew it was available, let alone coming out.
All this talk of just having to built extra AT, build extra arty, drop mines everywhere, and essentially alter your entire style of play is not a response that should have to happen just to have a chance at killing a singular unit, and instead should be a reaction to an overall build.
Relic's designers and balance team should never have let it get out of hand, but clearly there's something wrong in the studio atmosphere of Relic today, or its relationship with its new publisher.
The kind of unit the Tiger Ace was would actually make a great C&C unit, and that was where it failed. |